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- Create and store a stack-based state machine.
- Manually update individual game frames.
- Automatically run a game loop.
- Game engine agnostic.
- Does not rely on ECS.
Add the following to you Cargo.toml file:
game_engine_core = "*"
Use it like so:
use game_engine_core::*;
struct MyState;
impl State<i32> for MyState {
fn update(&mut self, state_data: &mut i32) -> StateTransition<i32> {
*state_data += 1;
StateTransition::Quit
}
}
fn main() {
Engine::new(MyState, 0, |_, _| {}, 1000.0)
.engine_loop();
}
- Maintainer: Jojolepro
- Contact: jojolepro [at] jojolepro [dot] com
- Website: jojolepro.com
- Patreon: patreon